My First Unity Game: Rocket 🚀
I recently finished my first Unity game — a tiny 1-minute WebGL project called Rocket. It’s simple, built while following a Udemy course, and definitely not a “big” game by any stretch. But it is the first game I actually finished, shared, and received real feedback on. And that alone makes it meaningful.
This post is a short and honest retrospective on that experience.
What Kind of Game Is Rocket?
Rocket is a simple 2.5D mini-game made with 3D assets, focused on balancing thrust and gravity to reach the landing zone.
It’s minimal, a bit clumsy, occasionally frustrating (by design, I guess), and surprisingly fun to watch others attempt.

Built From a Udemy Course
The entire project comes from the Udemy course: Complete C# Unity 3D Game Development in Unity 6
Following the course gave me a guided way into Unity’s ecosystem:
- Component-based design
- Rigidbody and collisions
- Basic physics interactions
- Update vs FixedUpdate
- Debugging through the Inspector
Nothing fancy — but for a beginner, every small concept felt new and occasionally overwhelming.
While it started as simple “follow along,” at some point it shifted into understanding how Unity actually works under the hood.
Challenge #1 — Level Design Is Harder Than It Looks
Designing even a tiny level was way more difficult than I expected.
Moving an obstacle by just 1 meter could make the game either:
- too easy,
- impossible, or
- mildly infuriating (which my mom kindly pointed out).
I realized level design isn’t about placing objects — it’s about shaping the player experience. That was a meaningful lesson tucked inside a tiny project.
Challenge #2 — Getting Comfortable with Unity’s Framework
Unity’s ecosystem was a lot to take in at first:
- Physics values behaving unexpectedly
- Components interacting in non-obvious ways
- Inspector tweaks drastically changing gameplay
- Confusion between script execution orders
Even for a small game, Unity forces you to think systematically. It was frustrating at times, but also the exact kind of friction that leads to actual learning.
The Best Moment: Sharing It with My Family
The most memorable part of this project wasn’t the development itself — it was sharing the game with my mom and my younger brother.
Their reactions were simple but surprisingly meaningful:
- “You made this? That’s impressive.”
- “Why is landing so difficult?”
- “This game is kind of annoying… but in a fun way.”
It didn’t matter that the game was tiny or built from a course. Watching my own family play something I created — and react to it in real time — made the whole thing feel real.
The game was small. But it was mine, and they played it. That was enough.
What This Small Project Left Me With
Rocket is a tiny game, but it left me with tangible lessons:
- Finishing something, even a small project, builds confidence
- Implementation teaches more than theory ever can
- Sharing your work is part of the creative process
- Small, repeatable completions accelerate growth much faster than big, unfinished ideas
This project chipped away at the fear of “starting game development.” Next time, I want to build something slightly more original — still small, still simple, but fully mine.
What’s Next
Nothing huge. Just another tiny game — this time with my own design choices and a few more mechanics layered in.
Rocket wasn’t big, but it was a clean first step. And a good first step is all I needed.
Play the Game
If you want to try the tiny project yourself, you can play it here:
🚀 Play Rocket on Unity Play
It’s short, simple, and occasionally frustrating — which is exactly how I intended it.